mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
c37b28e15f
- added game config detection pattern to Doom Legacy game config - insert thing feature added, including automatic thing defaults - fixed typo in all game configs (defaulthingflags -> defaultthingflags)
530 lines
14 KiB
C#
530 lines
14 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder.Editing
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{
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/// <summary>
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/// Provides specialized functionality for a classic (2D) Doom Builder editing mode.
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/// </summary>
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public abstract class ClassicMode : EditMode
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{
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#region ================== Constants
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private const float SCALE_MAX = 20f;
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private const float SCALE_MIN = 0.01f;
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private const float SELECTION_BORDER_SIZE = 2f;
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private const int SELECTION_ALPHA = 200;
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#endregion
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#region ================== Variables
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// Cancelled?
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protected bool cancelled;
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// Graphics
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protected IRenderer2D renderer;
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private Renderer2D renderer2d;
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// Mouse status
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protected Vector2D mousepos;
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protected Vector2D mousemappos;
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protected Vector2D mousedownpos;
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protected Vector2D mousedownmappos;
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protected MouseButtons mousebuttons;
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protected bool mouseinside;
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protected MouseButtons mousedragging = MouseButtons.None;
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// Selection
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protected bool selecting;
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private Vector2D selectstart;
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protected RectangleF selectionrect;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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/// <summary>
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/// Provides specialized functionality for a classic (2D) Doom Builder editing mode.
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/// </summary>
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public ClassicMode()
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{
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// Initialize
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this.renderer = General.Map.Renderer2D;
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this.renderer2d = (Renderer2D)General.Map.Renderer2D;
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// If the current mode is a ClassicMode, copy mouse properties
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if(General.Map.Mode is ClassicMode)
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{
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ClassicMode oldmode = General.Map.Mode as ClassicMode;
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// Copy mouse properties
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mousepos = oldmode.mousepos;
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mousemappos = oldmode.mousemappos;
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mousedownpos = oldmode.mousedownpos;
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mousedownmappos = oldmode.mousedownmappos;
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mousebuttons = oldmode.mousebuttons;
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mouseinside = oldmode.mouseinside;
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mousedragging = oldmode.mousedragging;
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}
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Scroll / Zoom
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// This scrolls the view north
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[BeginAction("scrollnorth", BaseAction = true)]
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public virtual void ScrollNorth()
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{
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// Scroll
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ScrollBy(0f, 100f / renderer2d.Scale);
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}
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// This scrolls the view south
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[BeginAction("scrollsouth", BaseAction = true)]
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public virtual void ScrollSouth()
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{
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// Scroll
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ScrollBy(0f, -100f / renderer2d.Scale);
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}
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// This scrolls the view west
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[BeginAction("scrollwest", BaseAction = true)]
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public virtual void ScrollWest()
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{
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// Scroll
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ScrollBy(-100f / renderer2d.Scale, 0f);
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}
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// This scrolls the view east
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[BeginAction("scrolleast", BaseAction = true)]
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public virtual void ScrollEast()
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{
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// Scroll
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ScrollBy(100f / renderer2d.Scale, 0f);
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}
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// This zooms in
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[BeginAction("zoomin", BaseAction = true)]
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public virtual void ZoomIn()
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{
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// Zoom
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ZoomBy(1.3f);
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}
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// This zooms out
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[BeginAction("zoomout", BaseAction = true)]
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public virtual void ZoomOut()
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{
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// Zoom
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ZoomBy(0.7f);
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}
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// This scrolls anywhere
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private void ScrollBy(float deltax, float deltay)
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{
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// Scroll now
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renderer2d.PositionView(renderer2d.OffsetX + deltax, renderer2d.OffsetY + deltay);
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this.OnViewChanged();
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// Redraw
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General.MainWindow.RedrawDisplay();
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// Determine new unprojected mouse coordinates
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mousemappos = renderer2d.GetMapCoordinates(mousepos);
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General.MainWindow.UpdateCoordinates(mousemappos);
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}
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// This zooms
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private void ZoomBy(float deltaz)
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{
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Vector2D zoompos, clientsize, diff;
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float newscale;
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// This will be the new zoom scale
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newscale = renderer2d.Scale * deltaz;
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// Limit scale
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if(newscale > SCALE_MAX) newscale = SCALE_MAX;
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if(newscale < SCALE_MIN) newscale = SCALE_MIN;
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// Get the dimensions of the display
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clientsize = new Vector2D(General.Map.Graphics.RenderTarget.ClientSize.Width,
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General.Map.Graphics.RenderTarget.ClientSize.Height);
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// When mouse is inside display
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if(mouseinside)
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{
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// Zoom into or from mouse position
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zoompos = (mousepos / clientsize) - new Vector2D(0.5f, 0.5f);
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}
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else
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{
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// Zoom into or from center
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zoompos = new Vector2D(0f, 0f);
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}
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// Calculate view position difference
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diff = ((clientsize / newscale) - (clientsize / renderer2d.Scale)) * zoompos;
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// Zoom now
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renderer2d.PositionView(renderer2d.OffsetX - diff.x, renderer2d.OffsetY + diff.y);
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renderer2d.ScaleView(newscale);
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this.OnViewChanged();
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// Redraw
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//General.Map.Map.Update();
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General.MainWindow.RedrawDisplay();
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// Give a new mousemove event to update coordinates
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if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
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}
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// This zooms to a specific level
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public void SetZoom(float newscale)
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{
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// Zoom now
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renderer2d.ScaleView(newscale);
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this.OnViewChanged();
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// Redraw
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//General.Map.Map.Update();
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General.MainWindow.RedrawDisplay();
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// Give a new mousemove event to update coordinates
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if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
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}
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// This zooms and scrolls to fit the map in the window
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[BeginAction("centerinscreen", BaseAction = true)]
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public void CenterInScreen()
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{
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float left = float.MaxValue;
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float top = float.MaxValue;
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float right = float.MinValue;
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float bottom = float.MinValue;
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float scalew, scaleh, scale;
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float width, height;
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// Go for all vertices
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foreach(Vertex v in General.Map.Map.Vertices)
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{
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// Vertex used?
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if(v.Linedefs.Count > 0)
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{
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// Adjust boundaries by vertices
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if(v.Position.x < left) left = v.Position.x;
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if(v.Position.x > right) right = v.Position.x;
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if(v.Position.y < top) top = v.Position.y;
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if(v.Position.y > bottom) bottom = v.Position.y;
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}
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}
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// Calculate width/height
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width = (right - left);
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height = (bottom - top);
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// Calculate scale to view map at
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scalew = (float)General.Map.Graphics.RenderTarget.ClientSize.Width / (width * 1.1f);
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scaleh = (float)General.Map.Graphics.RenderTarget.ClientSize.Height / (height * 1.1f);
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if(scalew < scaleh) scale = scalew; else scale = scaleh;
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// Change the view to see the whole map
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renderer2d.ScaleView(scale);
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renderer2d.PositionView(left + (right - left) * 0.5f, top + (bottom - top) * 0.5f);
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this.OnViewChanged();
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// Redraw
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//General.Map.Map.Update();
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General.MainWindow.RedrawDisplay();
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// Give a new mousemove event to update coordinates
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if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
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}
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/// <summary>
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/// This is called when the view changes (scroll/zoom), before the display is redrawn.
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/// </summary>
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protected virtual void OnViewChanged()
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{
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}
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#endregion
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#region ================== Input
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// Mouse leaves the display
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public override void OnMouseLeave(EventArgs e)
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{
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// Mouse is outside the display
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mouseinside = false;
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mousepos = new Vector2D(float.NaN, float.NaN);
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mousemappos = mousepos;
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mousebuttons = MouseButtons.None;
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// Determine new unprojected mouse coordinates
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General.MainWindow.UpdateCoordinates(mousemappos);
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// Let the base class know
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base.OnMouseLeave(e);
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}
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// Mouse moved inside the display
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public override void OnMouseMove(MouseEventArgs e)
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{
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Vector2D delta;
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// Record last position
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mouseinside = true;
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mousepos = new Vector2D(e.X, e.Y);
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mousemappos = renderer2d.GetMapCoordinates(mousepos);
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mousebuttons = e.Button;
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// Update labels in main window
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General.MainWindow.UpdateCoordinates(mousemappos);
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// Holding a button?
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if(e.Button != MouseButtons.None)
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{
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// Not dragging?
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if(mousedragging == MouseButtons.None)
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{
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// Check if moved enough pixels for dragging
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delta = mousedownpos - mousepos;
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if((Math.Abs(delta.x) > DRAG_START_MOVE_PIXELS) ||
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(Math.Abs(delta.y) > DRAG_START_MOVE_PIXELS))
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{
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// Dragging starts now
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mousedragging = e.Button;
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OnDragStart(e);
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}
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}
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}
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// Selecting?
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if(selecting) OnUpdateMultiSelection();
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// Let the base class know
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base.OnMouseMove(e);
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}
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// Mouse button pressed
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public override void OnMouseDown(MouseEventArgs e)
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{
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// Save mouse down position
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mousedownpos = mousepos;
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mousedownmappos = mousemappos;
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// Let the base class know
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base.OnMouseDown(e);
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}
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// Mouse button released
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public override void OnMouseUp(MouseEventArgs e)
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{
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// Releasing drag button?
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if(e.Button == mousedragging)
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{
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// No longer dragging
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OnDragStop(e);
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mousedragging = MouseButtons.None;
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}
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// Let the base class know
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base.OnMouseUp(e);
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}
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/// <summary>
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/// Automatically called when dragging operation starts.
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/// </summary>
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protected virtual void OnDragStart(MouseEventArgs e)
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{
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}
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/// <summary>
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/// Automatically called when dragging operation stops.
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/// </summary>
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protected virtual void OnDragStop(MouseEventArgs e)
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{
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}
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#endregion
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#region ================== Display
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// This just refreshes the display
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public override void OnPresentDisplay()
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{
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renderer2d.Present();
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}
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#endregion
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#region ================== Methods
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/// <summary>
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/// Automatically called by the core when this editing mode is engaged.
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/// </summary>
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public override void OnEngage()
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{
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// Clear display overlay
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renderer.StartOverlay(true);
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renderer.Finish();
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base.OnEngage();
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}
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/// <summary>
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/// Called when the user requests to cancel this editing mode.
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/// </summary>
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public override void OnCancel()
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{
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cancelled = true;
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base.OnCancel();
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}
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/// <summary>
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/// This is called automatically when the Edit button is pressed.
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/// (in Doom Builder 1, this was always the right mousebutton)
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/// </summary>
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[BeginAction("classicedit", BaseAction = true)]
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protected virtual void OnEdit()
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{
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}
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/// <summary>
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/// This is called automatically when the Edit button is released.
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/// (in Doom Builder 1, this was always the right mousebutton)
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/// </summary>
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[EndAction("classicedit", BaseAction = true)]
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protected virtual void OnEndEdit()
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{
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}
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/// <summary>
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/// This is called automatically when the Select button is pressed.
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/// (in Doom Builder 1, this was always the left mousebutton)
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/// </summary>
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[BeginAction("classicselect", BaseAction = true)]
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protected virtual void OnSelect()
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{
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}
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/// <summary>
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/// This is called automatically when the Select button is released.
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/// (in Doom Builder 1, this was always the left mousebutton)
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/// </summary>
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[EndAction("classicselect", BaseAction = true)]
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protected virtual void OnEndSelect()
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{
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if(selecting) OnEndMultiSelection();
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}
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/// <summary>
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/// This is called automatically when a rectangular multi-selection ends.
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/// </summary>
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protected virtual void OnEndMultiSelection()
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{
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selecting = false;
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}
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/// <summary>
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/// Call this to initiate a rectangular multi-selection.
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/// </summary>
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protected virtual void StartMultiSelection()
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{
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selecting = true;
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selectstart = mousemappos;
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selectionrect = new RectangleF(selectstart.x, selectstart.y, 0, 0);
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}
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/// <summary>
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/// This is called automatically when a multi-selection is updated.
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/// </summary>
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protected virtual void OnUpdateMultiSelection()
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{
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selectionrect.X = selectstart.x;
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selectionrect.Y = selectstart.y;
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selectionrect.Width = mousemappos.x - selectstart.x;
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selectionrect.Height = mousemappos.y - selectstart.y;
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if(selectionrect.Width < 0f)
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{
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selectionrect.Width = -selectionrect.Width;
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selectionrect.X -= selectionrect.Width;
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}
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if(selectionrect.Height < 0f)
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{
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selectionrect.Height = -selectionrect.Height;
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selectionrect.Y -= selectionrect.Height;
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}
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}
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/// <summary>
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/// Call this to draw the selection on the overlay layer.
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/// Must call renderer.StartOverlay first!
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/// </summary>
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protected virtual void RenderMultiSelection()
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{
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renderer.RenderRectangle(selectionrect, SELECTION_BORDER_SIZE,
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General.Colors.Highlight.WithAlpha(SELECTION_ALPHA), true);
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}
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#endregion
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#region ================== Actions
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#endregion
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}
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}
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